**'''[[File:Ex.png]] Bakuretsuken ([[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Combos easily from a slide mid-screen and the follow up is automatic.

**'''[[File:Ex.png]] Bakuretsuken ([[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Combos easily from a slide mid-screen and the follow up is automatic.

*'''Dragon Tail ([[File:qcb.gif]] + [[File:kick.gif]])''' - Not an overhead. Outside of combos, this is a move for keeping the pressure on. Heavy travels much higher in the air.

*'''Dragon Tail ([[File:qcb.gif]] + [[File:kick.gif]])''' - Not an overhead. Outside of combos, this is a move for keeping the pressure on. Heavy travels much higher in the air.

−

**'''[[File:Ex.png]] Dragon Tail ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Comes out fast and has great range. Hits twice on the first jump and twice on the second.

+

**'''[[File:Ex.png]] Dragon Tail ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Comes out fast and has great range. Hits twice on the first jump and twice on the second. A clutch move.

*'''Air Dragon Tail (Air [[File:qcb.gif]] + [[File:kick.gif]])''' - The light allows you to continue moving with jump momentum while the heavy moves you backwards. The light combos from a jumping Heavy punch.

*'''Air Dragon Tail (Air [[File:qcb.gif]] + [[File:kick.gif]])''' - The light allows you to continue moving with jump momentum while the heavy moves you backwards. The light combos from a jumping Heavy punch.

−

**'''Air [[File:Ex.png]] Dragon Tail (Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Very similar looking to the hard version but has a better hitbox.

+

**'''Air [[File:Ex.png]] Dragon Tail (Air [[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Very similar looking to the hard version but has a better hitbox. Beats out a lot of air moves done early enough.

−

*'''Dragon Kick ([[File:dp.gif]] + [[File:kick.gif]])''' - Heavy has horizontal range, Light is the anti-air. Heavy can be cancelled on either hit which is important to bear in mind when working on combos.

+

*'''Dragon Kick ([[File:dp.gif]] + [[File:kick.gif]])''' - Heavy has horizontal range, Light is the anti-air. Heavy can be cancelled on either hit which is important to bear in mind when working on combos in the lab. Both are punishable on block or whiff, particularily the Heavy.

−

**'''[[File:Ex.png]] Dragon Kick ([[File:dp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Hits up to three times and the latter two hits are direction selectable. Hold the direction desired and press kick.

+

**'''[[File:Ex.png]] Dragon Kick ([[File:dp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Hits up to three times and the latter two hits are direction selectable. Hold the direction desired and press kick after the first hit connects.

Hwa Jai

In a nutshell

Hwa Jai stopped drowning his Fatal Fury sorrows from defeat in alcohol and makes his first appearance KOF. Hwa Jai shares an almost identical set of normals with Joe, but his options form his special moves allow him to play much different than his Muay Thai predecessor. Hwa has a tricky set of tools that allows him to set up aerial traps akin to Mai's 'gimmicky' techniques. He can easily alter his aerial trajectories and his specials have been considerably improved across the board, which includes his damage power up and command grab DMs.

Desperation Moves

For 10 seconds, the following effects are applied:10% damage increase, increased velocity on special moves, opponents float higher during juggles

Dragon Dance

+

: 0+10×9+20×2+20×2+40 : 0+10×9+20×6+120

Dragon Backbreaker

+

50+200 Drink Pink: 50+200+55

Final: Dragon Kick

+ +

Direct hit: 450 Indirect hit: 40+40×8

Direct hit: Indirect hit:

Console Changes

Standing CD now moves forward and has lower-body invincibility.

Heavy Dragon Tail (qcb+D) has faster recovery; it can be followed up with a normal move after it hits.

Light Dragon Tail (qcb+B) has faster startup and can be comboed from heavy attacks.

EX Dragon Tail (qcb+BD) does less guard crush damage.

EX Air Dragon Kick (Air dp+BD) now hits 3 times like its ground version and does 154 damage (previously 35×3).

All frames on Drink Nomi (qcb qcb+P) have been changed. It recovers faster now.

Light Dragon Backbreaker (qcf hcb+A) is now a 1F throw instead of a leaping throw.

Strategy

Move Analysis

Normal Moves

Standing Light Punch () - Beats out hops and that's about it.

Standing Light Kick () - Quick with good range and it combos into the slide. Good way to start a punish if there isn't much time and you need to make up distance. Chains from crouching Light kick easily.

Standing Heavy Punch () - Good range and special cancellable (try the heavy Dragon Kick), helps Hwa confirm a combo from a greater distance. Also works as a far anti-air.

Close Heavy Punch (Close ) - Standard close normal. Likely to see some heavy use.

Jumping Heavy Kick (Air ) - Good, deep diagonally angled kick that's great for jumping in with, though maybe not as much hitstun as the heavy punch. Use interchangably.

Jumping Blowback Attack (Air + ) - Hangs out for a while and is ok in an air-to-air situation. Possible to block it low like all aerial blowback attacks.

Unique Attacks

Sliding (+ ) - A great cancellable slide. Superb range for a combo starter or to put inbetween a close normal and a special. Cancels into DMs. Doesn't go under projectiles unfortunately.

Throw

Shushouboku ~ Hiza Jigoku ( or + or [while close]) - Standard throw. Heavy kick switches sides, Heavy punch doesn't. Bear this in mind when you have the opportunity to put or keep your opponent in the corner.

Special Moves

Bakuretsuken ( + ) - Combos from close normals but not mid-screen after a slide. The follow up launches. Cancel it into a Heavy Dragon Tail and the opponent is still airborne for further punishment with a Dragon dance or Ex Dragon dance.

Bakuretsuken ( + + ) - Combos easily from a slide mid-screen and the follow up is automatic.

Dragon Tail ( + ) - Not an overhead. Outside of combos, this is a move for keeping the pressure on. Heavy travels much higher in the air.

Dragon Tail ( + + ) - Comes out fast and has great range. Hits twice on the first jump and twice on the second. A clutch move.

Air Dragon Tail (Air + ) - The light allows you to continue moving with jump momentum while the heavy moves you backwards. The light combos from a jumping Heavy punch.

Air Dragon Tail (Air + + ) - Very similar looking to the hard version but has a better hitbox. Beats out a lot of air moves done early enough.

Dragon Kick ( + ) - Heavy has horizontal range, Light is the anti-air. Heavy can be cancelled on either hit which is important to bear in mind when working on combos in the lab. Both are punishable on block or whiff, particularily the Heavy.

Dragon Kick ( + + ) - Hits up to three times and the latter two hits are direction selectable. Hold the direction desired and press kick after the first hit connects.

Air Dragon Kick (Air + ) - Heavy is very similar to the grounded version, light is angled 45 degrees downwards and great for altering jump trajectory.

Air Dragon Kick (Air + + ) - Same as the grounded EX. Beats out quite a few attacks.

Dragon Dance ( + + ) - Substantially more damage than the non EX version for an extra bar of meter. Works in all the same situations and it has faster startup too.

Dragon Backbreaker ( + ) - Light is a close one frame grab, Heavy a far jumping one. Use the Light either in combos or when you're opponent is right next to you at a frame disadvantage. Be consistent with the input and your opponent will be hesitant to do anything unsafe. Empty jump/hop and rolls are also a decent method to get in range. The Heavy can be worked into quite a few natural setups or you can simply wait for your opponent to make a mistake and punish it. Has startup invulnerability. Keep the pressure on with a flurry of physical attacks and condition the opponent to block or move predictably, then strike. Gets a hefty damage boost from 'Drink Nomi' which makes it really something scary. An excellent DM overall, maybe one of the best in the game.

Final: Dragon Kick ( + + ) - Big damage if it connects properly and goes into the black screen animation, reduced damaged if it it doesn't connect fully. This second version can be followed up given the right circumstances.